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03:49, 26th April 2024 (GMT+0)

Separating Action and Viewpoint Characters.

Posted by Tzuppy
Tzuppy
member, 845 posts
Fate, WoD
and Indie RPGs
Fri 1 Aug 2014
at 11:44
  • msg #1

Separating Action and Viewpoint Characters

As someone might guess from the title, I'm just finishing reading Game of Thrones book series and I realized something. For years playing WoD I always wanted to see actions of more powerful characters through eyes of less powerful ones.

Now that is an issue in itself. So if anyone has any idea how to do such a game please fell free to post.
Tzuppy
member, 846 posts
Fate, WoD
and Indie RPGs
Fri 1 Aug 2014
at 11:55
  • msg #2

Re: Separating Action and Viewpoint Characters

One way to achieve this is through use of Mentor or Favors backgrounds. Problem with it, however, is that the systems are often so vague, that using them are hardly any better than going freeform. Does anyone have have any idea for making an effective subsystem that could possibly be balanced against other rotes/gifts/disciplines/etc. so that I could insert it into something like Scion or Mage or Second Sight for instance.
Eggy
member, 343 posts
Fri 1 Aug 2014
at 13:10
  • msg #3

Re: Separating Action and Viewpoint Characters

Very rarely do I feel the need for such a character. I do like making sidekick characters. The key to getting your POV play to work is to have characters that get along very well outside of a game.
shady joker
member, 1591 posts
Fri 1 Aug 2014
at 21:38
  • msg #4

Re: Separating Action and Viewpoint Characters

In reply to Tzuppy (msg # 2):

 They are vague on purpose. WoD and all Story Teller games are about story and role play, not hard numbers. Each Story Teller/GM is supposed to sit down with their player and establish what Mentor or Favors actually does in the game.

 On Topic, In Hunter:the Reckoning everyone plays out how they became a hunter. My specific group each player came out separately then met up later. But sitting at a table listening to a Story Teller and a Player do an introduction is boring. So the other players each got a temporary NPC for the story scene who would be killed off usually so they had something to do. Everyone that did so got awarded XP for Participation and role playing for that session to use on their actual character.

 This method is what I call "Guest Starring" and is effective if the player wants to participate in a scene but his character isn't present. It is not for everyone since some players want to play their characters. Also pulling the action away from the main cast (The PCs) is bad because they might focus more on these supporting roles and lose interest in the PCs. But pulling this trick out once every 5 sessions or so can work wonders to display how terrifying a pc is npcs.
Tzuppy
member, 847 posts
Fate, WoD
and Indie RPGs
Sat 2 Aug 2014
at 06:44
  • msg #5

Re: Separating Action and Viewpoint Characters

shady joker:
They are vague on purpose. WoD and all Story Teller games are about story and role play, not hard numbers. Each Story Teller/GM is supposed to sit down with their player and establish what Mentor or Favors actually does in the game.

I know that they are vague on purpose, but same was the case with spells in first two editions of Mage: The Ascension. It didn't work, because you need to know how much damage your spell inflicts. Now if I cast a spell I know how much damage it does, but when I summon an archangel to cast a spell for me I have no idea how powerful it will be. That doesn't make sense.
Eggy
member, 347 posts
Sat 2 Aug 2014
at 13:55
  • msg #6

Re: Separating Action and Viewpoint Characters

Tzuppy:
Now if I cast a spell I know how much damage it does, but when I summon an archangel to cast a spell for me I have no idea how powerful it will be. That doesn't make sense.

Why would you even know what the archangel intends to cast to calculate damage before it happens? You're roleplaying the mage, not the angel.
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